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Returning 35 results for 'blocks blinded diffusing continual required'.
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blows bonded diffusing continual requires
Spells
Elemental Evil Player's Companion
ends. It blocks line of sight but not movement. A creature is blinded while in the wall’s space and must spend 3 feet of movement for every 1 foot it moves there.
Monsters
Planescape: Adventures in the Multiverse
(no action required).Multiattack. The dabus makes two Flying Brick attacks.
Flying Brick. Ranged Spell Attack: +5;{"diceNotation":"1d20+5", "rollType":"spell", "rollAction":"Flying Brick"} to hit
. Where they travel, cracks in the mortar seal shut, stray bricks float back into place, and ruined city blocks are restored. These are dabus, the silent caretakers of Sigil and loyal servants of the
Spells
Xanathar's Guide to Everything
can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out
, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns
Monsters
Icewind Dale: Rime of the Frostmaiden
within the sphere is heavily obscured, and the sphere moves with Auril. The effect lasts until Auril drops to 0 hit points in this form, until she chooses to end the effect (no action required), or
of her must succeed on a DC 17 Wisdom saving throw or be blinded by Auril’s magical gleam for 1 minute. The blinded creature can repeat the saving throw at the end of each of its turns, ending
Banderhobb
Legacy
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Monsters
Volo's Guide to Monsters
the attack hits, the creature is swallowed, and the grapple ends. The swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the banderhobb, and it
creature at any time (no action required) in a space within 5 feet of it. The creature exits prone. If the banderhobb dies, it likewise regurgitates a swallowed creature.
Shadow Step. The banderhobb
Monsters
Mordenkainen Presents: Monsters of the Multiverse
spreads around corners, and its area is heavily obscured. The fog lasts until the giant disperses it (no action required), and it can’t be dispersed by wind.
Gale. The giant creates a 60-foot-long
their banks; snow, dust, or sand forms deep drifts or dunes.
Lightning. Flashes of lightning and peals of thunder are continual, day and night, within 5 miles of the lair.
Winds. High wind blows within
Heavily Obscured
Legacy
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Rules
A heavily obscured area--such as darkness, opaque fog, or dense foliage--blocks vision entirely. A creature effectively suffers from the blinded condition when trying to see something in that area.
Storm Giant Quintessent
Legacy
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Monsters
Volo's Guide to Monsters
within water) centered on a point anywhere in its lair. The sphere spreads around corners, and its area is heavily obscured. The fog lasts until the giant disperses it (no action required), and it can't
, dust, or sand form deep drifts or dunes.
Flashes of lightning and peals of thunder are continual, day and night, within 5 miles of the lair.
If the giant dies, the lightning, thunder, and high wind
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"3d6+5", "rollType":"damage", "rollAction":"Swallow", "rollDamageType":"piercing"} piercing damage. The creature is also swallowed, and the grapple ends. The swallowed creature is blinded and
only one creature swallowed at a time. While the banderhobb isn’t incapacitated, it can regurgitate the creature at any time (no action required) in a space within 5 feet of it. The creature exits
Magic Items
Mythic Odysseys of Theros
’t be used again until the next dusk.
Blessing of the Dead. If you are a worshiper of Erebos, you gain all the following benefits for which you have the required piety:
Piety 1+. The whip has 1
dusk.
Destroying the Whip. To destroy the whip, it must be taken to the heights of Mount Hiastos in Nyx, unraveled by a Returned, and left to bask in continual daylight for one month.
Monsters
Quests from the Infinite Staircase
condition (escape DC 17). The vine vanishes when the target is no longer grappled, or when the Gardener wills it to (no action required). A creature reduced to 0 hit points by the vine has the
blocks line of sight. When the wall appears, each creature in its area must succeed on a DC 15 Dexterity saving throw or have the grappled condition (escape DC 15). A creature must make this saving throw
Magic Items
Mythic Odysseys of Theros
this spear, the target takes an extra 2d8 radiant damage.
Blessing of the Sun. If you are a worshiper of Heliod, you gain all the following benefits for which you have the required piety:
Piety 3
creature. On a hit, the spear deals damage as normal, and the creature is blinded until the start of its next turn. This property of the spear can’t be used again until the next dawn.
Spells
Monsters
Eberron: Rising from the Last War
minute or until the target takes damage. Belashyrra can issue telepathic commands to the charmed creature (no action required), which it does its best to obey.
3. Mind-Weakening Ray. The target must
must succeed on a DC 22 Constitution saving throw or take 19 (3d12);{"diceNotation":"3d12","rollType":"damage","rollDamageType":"radiant"} radiant damage and be blinded for 1 minute. Until this blindness
Monsters
Mordenkainen Presents: Monsters of the Multiverse
effects.
Two Heads. Demogorgon has advantage on saving throws against being blinded, deafened, stunned, or knocked unconscious.Multiattack. Demogorgon makes two Tentacle attacks. He can replace one attack
, Demogorgon can move the illusory duplicate a distance equal to his walking speed (no action required). The first time a creature or an object interacts physically with Demogorgon (for example, by
Demogorgon
Legacy
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Monsters
Out of the Abyss
advantage on saving throws against being blinded, deafened, stunned, and knocked unconscious.Multiattack. Demogorgon makes two tentacle attacks.
Tentacle. Melee Weapon Attack: +17;{"diceNotation":"1d20+17
of the next round. On his turn, Demogorgon can move the illusory duplicate a distance equal to his walking speed (no action required). The first time a creature or object interacts physically with
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"5d8", "rollType":"damage", "rollAction":"Plague of Worms", "rollDamageType":"necrotic"} necrotic damage and be blinded and restrained by masses of swarming worms. The affected creature takes 22
extinguishes the flame (no action required). While inflamed, the cultist has telepathy with a range of 30 feet, and it can teleport as a bonus action up to 30 feet to an unoccupied space it can see. In
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
14. More Scrap Iron Light. Mounted to the diagonal walls at this intersection are four iron torch brackets with continual flame spells cast on them.
Scrap Iron. Heaped in the middle of the
intersection is a 9-foot-high pile of scrap iron.
Double Door. A 20-foot-tall double door blocks the hallway to the north. Leering skulls are carved around the door.
The scrap metal came from level 13
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
14. More Scrap Iron Light. Mounted to the diagonal walls at this intersection are four iron torch brackets with continual flame spells cast on them.
Scrap Iron. Heaped in the middle of the
intersection is a 9-foot-high pile of scrap iron.
Double Door. A 20-foot-tall double door blocks the hallway to the north. Leering skulls are carved around the door.
The scrap metal came from level 13
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
14. More Scrap Iron Light. Mounted to the diagonal walls at this intersection are four iron torch brackets with continual flame spells cast on them.
Scrap Iron. Heaped in the middle of the
intersection is a 9-foot-high pile of scrap iron.
Double Door. A 20-foot-tall double door blocks the hallway to the north. Leering skulls are carved around the door.
The scrap metal came from level 13
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A
creature is blinded while in the wall’s space and must spend 3 feet of movement for every 1 foot it moves there.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A
creature is blinded while in the wall’s space and must spend 3 feet of movement for every 1 foot it moves there.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A
creature is blinded while in the wall’s space and must spend 3 feet of movement for every 1 foot it moves there.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A
creature is blinded while in the wall’s space and must spend 3 feet of movement for every 1 foot it moves there.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A
creature is blinded while in the wall’s space and must spend 3 feet of movement for every 1 foot it moves there.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A
creature is blinded while in the wall’s space and must spend 3 feet of movement for every 1 foot it moves there.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120
feet. When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120
feet. When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120
feet. When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Monster Manual, since it contains important information about giants. The Sword Coast Adventurer’s Guide, while not required reading, has extensive information on the Sword Coast and the North that can help
paraphrased for the players when their characters first arrive at a location or under a specific circumstance, as described in the text.
The Monster Manual contains stat blocks for most of the monsters and
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
individuals the characters will interact with during the adventure. Step 3. Bookmark following stat blocks in the Monster Manual or on D&D Beyond: Blue Dragon, Adult Blue Dragon, Ancient Bandit Basilisk Dao
and human disciple of a dead brass dragon Mage (Medium, Chaotic Good) “Beginning the Adventure” Oliekintara Provides a required passphrase Sphinx of Lore “Temple of Sands” Rummox Anthradusk’s companion Dao (Neutral Evil) H9 Yaarnak Asks characters to retrieve his lost staff Mummy Lord (Small) H8
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Monster Manual, since it contains important information about giants. The Sword Coast Adventurer’s Guide, while not required reading, has extensive information on the Sword Coast and the North that can help
paraphrased for the players when their characters first arrive at a location or under a specific circumstance, as described in the text.
The Monster Manual contains stat blocks for most of the monsters and
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Monster Manual, since it contains important information about giants. The Sword Coast Adventurer’s Guide, while not required reading, has extensive information on the Sword Coast and the North that can help
paraphrased for the players when their characters first arrive at a location or under a specific circumstance, as described in the text.
The Monster Manual contains stat blocks for most of the monsters and
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
individuals the characters will interact with during the adventure. Step 3. Bookmark following stat blocks in the Monster Manual or on D&D Beyond: Blue Dragon, Adult Blue Dragon, Ancient Bandit Basilisk Dao
and human disciple of a dead brass dragon Mage (Medium, Chaotic Good) “Beginning the Adventure” Oliekintara Provides a required passphrase Sphinx of Lore “Temple of Sands” Rummox Anthradusk’s companion Dao (Neutral Evil) H9 Yaarnak Asks characters to retrieve his lost staff Mummy Lord (Small) H8
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
individuals the characters will interact with during the adventure. Step 3. Bookmark following stat blocks in the Monster Manual or on D&D Beyond: Blue Dragon, Adult Blue Dragon, Ancient Bandit Basilisk Dao
and human disciple of a dead brass dragon Mage (Medium, Chaotic Good) “Beginning the Adventure” Oliekintara Provides a required passphrase Sphinx of Lore “Temple of Sands” Rummox Anthradusk’s companion Dao (Neutral Evil) H9 Yaarnak Asks characters to retrieve his lost staff Mummy Lord (Small) H8
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
colored glass blocks embedded in them. The blocks are not lit when the characters first arrive, but pulling a lever in area 37 causes each block to shed colorful light as bright as that created by a
continual flame spell. Maddgoth’s magic keeps the temperature inside the castle steady at 70 degrees Fahrenheit, but characters can shut off the heat by pulling another lever in area 37. Exterior doors are






